PlaneShift

Gameplay => General Discussion => Topic started by: Nikodemus on September 04, 2006, 09:24:54 pm

Title: Issue with fixing weapons
Post by: Nikodemus on September 04, 2006, 09:24:54 pm
As far as i know, currently the only way to restore quality of given weapon is to:
1. Give it to a PC who has skills and does it
2. Wait till he finish
3. Accept when the PC gives the fixed weapons back and optionaly pay for the service.

The issue is...
What if the PC won't give the item away? you can do nothing about it. Currently the only way to stop chaos is you can't rob anyone and everythink what is in inventory will stay there as long as the owner wishes so.
This is flawed when you want to fix your weapons and thus giving them to someone else.

I think near the current way of fixing weapons, we need another special interface.
For the PC with weapons - inventory window and window where you drop weapons to be fixed
For the PC who fixes - window where he see weapons which was put there by the other PC and where he has buttons for fixing them.
This way the weapons are always in the true owner propety and the system isn't flawed. If a crash would happen, dishonest PC, the items will always be in the true owner inventory.
Title: Re: Issue with fixing weapons
Post by: Syilph on September 05, 2006, 08:22:21 am
Here are 2 other ways to fix weapons :D
1: Train weapon repairing. It will be rather boring and time consuming but you won't have to ask nobody to do it for you.
2: Create a smith character and if you chose your character creation features right, you can end up with a lvl 15 in weapons repair. ;)

And now to the issue of this post:
If you give an item to somebody and that guy ninjas it, well... there is no way for you to proove that you gave him/her that item in the first place. So, there is no way to get it back.
Your solution might work well because people will be able to make a job out of repairing weapons this way. But at the same time, I think that there will be alot of people that will chose this job to earn some trias, and in time people will know who to trust. And I think that a reputation can be built faster than a game feature.
Title: Re: Issue with fixing weapons
Post by: Datruth on September 05, 2006, 08:32:01 am
Here are 2 other ways to fix weapons :D
1: Train weapon repairing. It will be rather boring and time consuming but you won't have to ask nobody to do it for you.
2: Create a smith character and if you chose your character creation features right, you can end up with a lvl 15 in weapons repair. ;)

And now to the issue of this post:
If you give an item to somebody and that guy ninjas it, well... there is no way for you to proove that you gave him/her that item in the first place. So, there is no way to get it back.
Your solution might work well because people will be able to make a job out of repairing weapons this way. But at the same time, I think that there will be alot of people that will chose this job to earn some trias, and in time people will know who to trust. And I think that a reputation can be built faster than a game feature.

Response to 1: So in other words, we are forced to train weapon repairing, what if we don't want to? Or what if our Character abhors it?

Response to 2: How would you switch weapons between the two characters?

The best way, would be to go into an alley, and drop the weapon, then log in with the other one, and then pick it up.

THIS Is inherently flawed though, Why? because again, WHAT do you do if the server crashes?

Most often, you lost the weapon you paid 200k for.

Not a good idea.

I think the first post, clearly, explains what needs to be done.
Title: Re: Issue with fixing weapons
Post by: Syilph on September 05, 2006, 08:39:57 am
Response to 2: How would you switch weapons between the two characters?
By simply creating the second char on another account or by asking a friend to transfer the weapons to your smithy.
IMO there should also be a NPC that repairs weapons in a quite remote place, so with the expense of some money and time to walk there, people could get their items repaired in a safe environement.
Title: Re: Issue with fixing weapons
Post by: Datruth on September 05, 2006, 08:45:13 am
Response to 2: How would you switch weapons between the two characters?
By simply creating the second char on another account or by asking a friend to transfer the weapons to your smithy.

Good point, have a friend hold the weapon and switch it, forgot about that.

But couldn't a friend just fix your weapon for you as well?

Currently, my weapon fixing comes from this way.

2 very good friends of mine Kitiranna and Maerghaine always help me repair my weapons, and they do it for free too.

You can see them at harnquists, and i'm sure they'd help you out as well.

They are amazing and i always feel as if i owe a debt to them.

With good people like them, you will always have a great player enviornment and TON's of fun.

Again, they are great people, even if you don't need your weapons repaired, they'll give you a great conversation and you'll make two of the best friends you've ever met.

~~Datruth
Title: Re: Issue with fixing weapons
Post by: Nikodemus on September 05, 2006, 12:13:10 pm
Syliph, we can do 1) and 2) but they both aren't natural bahaviour, exactly because they are troublesome.
Afterall we don't want all to do the same, but rather specialise. Specialising is exactly what is hapeing now.
IMO, NPCs shouldn't be allowed to repair weapons, because what is happening now is really incredible. We gained feature and almost instantly people found themselves in the new situation and the lack of NPCs who repair weapons isn't a problem at all. In fact it's a problem for PL who don't want to talk and interact, finally there is a way to decrease this group and make room for roleplayers.

There are already trustwothly people and with good reputation, like Kitiranna.
This people are needed in this situation:
When a given person can't fix your weapon currently, but after that peson fix wapons of others who gave them already. Yes, people give weapons, walk away, and come back later for fixed weapon.
Next thing which wouldn't happen with NPCs is:
You give them weapons to repair and instantly get already fixed weapons, because the PC who fix them had weapons of this type.

We just need what i explained in first post and near all this what is already in place, we will never have to risk loosing our weapons.
Title: Re: Issue with fixing weapons
Post by: Syilph on September 05, 2006, 12:52:54 pm
My point was that if you want a 100% certainty of geting your weapon(s) back, a do-it-yourself solution might give you that.
A game-mechanics solution will be rether more difficult to implement and it will take time also. And by the time that solution would be implemented, we'll have a few trust-worthy people that will be specialised in repairing weapons or armour.
Besides, this uncertainty you have when giving an item to another PS for repairs adds more to the realistic feeling. IRL for example you don't always have that assurance that after giving something to somebody you never met, you'll get that something back ;)
Title: Re: Issue with fixing weapons
Post by: neko kyouran on September 05, 2006, 01:47:28 pm
But, IRL you go to a reputable dealer, craftsman, repair shop, what have you.  And IRL, there is a way to show proof of ownership, and a way to get your items back.


If WoW has a way that allows enchanters to enchant other peoples weapons without ever havign to actually trade, (I believe it is done right through the trade window.  Not sure though, I don't play that game) then I'm sure the Devs of PS can come up with a solution for repairing weapons and armor as well.
Title: Re: Issue with fixing weapons
Post by: Nikodemus on September 05, 2006, 02:19:32 pm
Besides, this uncertainty you have when giving an item to another PS for repairs adds more to the realistic feeling. IRL for example you don't always have that assurance that after giving something to somebody you never met, you'll get that something back ;)
You are boring to death, do you even realise how many people before you tried this argument and they were wrong? What are you trying to prove? Sorry, this kind of argments make me really annoyed.
Answering:
If the smith refuse to give my weapons back, I smash his head, take my weapons and everythink what he had. Now, this is realistic feeling, not what you have described.
Or i do what neko said.
Title: Re: Issue with fixing weapons
Post by: Pestilence on September 05, 2006, 02:23:24 pm
Think Nikodemus has a good point. One shouldn't have to risk the loss of weapons everytime someone is repairing your weapons.

Sure in RL it wouldn't always be to trustworthy either, but in RL people would normally be a lot more worried about loss of reputation after having spend a lot of money on setting up shop or you could even try to get the item back through force.

Glad my char did have some weaponrepair from creation that is enough to repair my silverweave dagger to be honest. I mean normally nothing would happen as you would pick trustworthy people, but seeing how rare silverqeaves are in the game once is enough to ruin the game for quite some time. :P
Title: Re: Issue with fixing weapons
Post by: Xordan on September 05, 2006, 03:28:15 pm
I agree totally, the current system isn't good. I like the system that WoW has, where there's a non-tradeable' box which allows the other person to manipulate the item (such as adding an enchant) without you actually having to give it to them.
Title: Re: Issue with fixing weapons
Post by: zhai on September 05, 2006, 05:59:39 pm
I think that a safe "repair" window would help and it wouldn't hurt the interaction between players that already exists. Yes, reputation is very important but there might be those who won't care about it. I remember an incident in Dwarvesbane where a member lent his daggers to a fellow DB only to have them stolen. The character, being in the same guild, was supposed to be trustworthy but then logged off and deleted himself (which, IMHO is totally OOC lame: the IC way to do it should have been to just run off and face the consequences of his theft). If this sort of thing can happen in a guild (yes, you can say that it was the players fault and no "cheat" was resorted to, that's been discussed, and it's not the point here), I can only see it coming eventually in the case of repair. What if a player is mad at another one OOC and creates an alt to be a repairman. He could then steal and delete the items of the player he wants to get or just do this to steal from other players.

On the other hand, many of our characters are RPed as warriors. I personally think that part of being a warrior is to be able to take care of their weapons, as well as to take care of wounds. I trained my character to do just so, not to be an expert in repair, but to have suffcient knowledge in the matter to repair her own blades. Being a ranger, she might not be near anyone with the skill to help for a while when she's out of town. That seems right for my character.

Finally, I don't quite understand why those who like axes have it so difficult: strong axes are the toughest to loot, they are the most complicated and the slowest to repair and they also happen to be quite slow in battle... I'm ok with the last feature (I've been sent to the DR bench by axe swings many times, so it's a matter of skill), but the first two might need to be addressed. After all, we don't want all characters to use the same kind of weapons, that's an OOC strategy to gain an edge in combat. I don't want to go off-topic here but why are they so hard to repair? Do all weapons wear out at the same speed?
Title: Re: Issue with fixing weapons
Post by: Syilph on September 05, 2006, 06:22:10 pm

On the other hand, many of our characters are RPed as warriors. I personally think that part of being a warrior is to be able to take care of their weapons, as well as to take care of wounds. I trained my character to do just so, not to be an expert in repair, but to have suffcient knowledge in the matter to repair her own blades. Being a ranger, she might not be near anyone with the skill to help for a while when she's out of town. That seems right for my character.


I agree with you Zhai, a warior should at lest know how to sharpen his/her sword and, yes, having some minor medical knowlege would be required too.

About the safe repair system, don't get me wrong Nikodemus, I agree with you too and I was just trying to explain how a compromise may be reached, both RP and non-RP wise, untill such system would be implemented. We all know, that might happen "soon" (TM) and we'll just have to make do menwhile. Also, based on your ideea I would like to go even a bit further and suggest a system that would alow you to lend an item to somebody, without giving away the ownership rights, meaning that if you do a special trade with somebody, you'll have the ability (and the coresponding command) to take that item back at any time. That way you could give an item to somebody for a longer period of time, but still have the "power" to take it back (IE lending your swords to somebody you never met before during a tournament)
Title: Re: Issue with fixing weapons
Post by: Kaerli on September 05, 2006, 06:31:26 pm
I think that a safe "repair" window would help and it wouldn't hurt the interaction between players that already exists. Yes, reputation is very important but there might be those who won't care about it. I remember an incident in Dwarvesbane where a member lent his daggers to a fellow DB only to have them stolen. The character, being in the same guild, was supposed to be trustworthy but then logged off and deleted himself (which, IMHO is totally OOC lame: the IC way to do it should have been to just run off and face the consequences of his theft). If this sort of thing can happen in a guild (yes, you can say that it was the players fault and no "cheat" was resorted to, that's been discussed, and it's not the point here), I can only see it coming eventually in the case of repair. What if a player is mad at another one OOC and creates an alt to be a repairman. He could then steal and delete the items of the player he wants to get or just do this to steal from other players.

On the other hand, many of our characters are RPed as warriors. I personally think that part of being a warrior is to be able to take care of their weapons, as well as to take care of wounds. I trained my character to do just so, not to be an expert in repair, but to have suffcient knowledge in the matter to repair her own blades. Being a ranger, she might not be near anyone with the skill to help for a while when she's out of town. That seems right for my character.

Finally, I don't quite understand why those who like axes have it so difficult: strong axes are the toughest to loot, they are the most complicated and the slowest to repair and they also happen to be quite slow in battle... I'm ok with the last feature (I've been sent to the DR bench by axe swings many times, so it's a matter of skill), but the first two might need to be addressed. After all, we don't want all characters to use the same kind of weapons, that's an OOC strategy to gain an edge in combat. I don't want to go off-topic here but why are they so hard to repair? Do all weapons wear out at the same speed?

The problem you are speaking of is not just limited to axes;  the wielders of Frosty, Fire, or Dark swords face the same difficulty, as they require their repairers to be at lvl12!  Compare that to lvl3 for a Silverweave SS, and that amounts to an extremely unfair penalty against an otherwise excellent class of swords.  Why would a Frosty SS be so dang hard to repair?
Title: Re: Issue with fixing weapons
Post by: zhai on September 05, 2006, 06:46:10 pm
Yes, frosty, dark and fire weapons are harder to repair yet swords are way easier to loot than axes. So, you can even swap between 4 or 6 different swords, wearing them out and still keep getting new ones to ruin whereas in the case of axes, you would be stuck with a blunt pair for a long, long time until either you are able to repair them, find someone to do it for you or loot a replacement pair. They are so uncommon that even medium slash ones are hard to find (and then harder to repair!). Maybe this could be changed. I don't see why they (the medium slash axes) should be harder to get than the medium slash swords.
Title: Re: Issue with fixing weapons
Post by: LUPEN on September 05, 2006, 07:04:04 pm
This being a role playing game, It would make sense that a blacksmith should be able to repair a weapon.  It seems ooc to make every character train in weapon repair to fix their wepaon... I currently have a weapon that i can't repair, and i have a leval 6 weapon repair skill...that sucks!  I don't have a problem with finding chars to help me fix my weapon, but that seems too risky at times because nothing make them have to give it back to you.  you should be able to give your weapon to a NPC and the NPC charge you a fee based on the weapon and how bad it is. 
Title: Re: Issue with fixing weapons
Post by: Bereror on September 05, 2006, 07:49:11 pm
This is an interesting discussion and I would like to add some more thoughts to it.

In the future skills like lockpicking and pickpocketing will be implemented, which means that there will be more ways to rob items from other characters. Refusing to return the sword that was given to you for a repair is equal to robbery, just using different methods to get the item that you wanted.

This is fine as long as it is IC and both players have fun meaning that the person being robbed has a fair chance to get the item back. Unfortunately it is so easy to turn it into an OOC robbery, since there is nothing that prevents you keeping the item by giving it to your friend, logging out or deleting the character. Or simply telling that you got nothing and the other person is lying.

What I would like to see is a solution that solves all these issues. Like having an extra "owner" tag on every item and some game mechanics that limit the use of items that don't belong to you. Perhaps the item should be automatically moved back to the owner if the robber logs out and NPCs wouldn't buy items that don't belong to you. In the worst case GMs could check your inventory for any stolen items and remove them.
Title: Re: Issue with fixing weapons
Post by: Pestilence on September 05, 2006, 08:42:38 pm
hmm well I think that is going a bit far. I mean how do you proof someone stole it anyhow? OK you were the original owner but who says you didn't sell it? Or just left it on the ground and went for a walk?

I don't think it's the job of the GMs to go into those things as they are simply to gray. I think the devs should just make it impossible to steal things OOC with things like repairing. Then if someone has something you owned it is your own fault for giving it to someone or your own fault for dropping it to the floor.

Tes this can mean someone is extreemly rude and I wouldn't steal ulberfurs people are sitting on, but I don't think the GMs should be called on those things either.
Title: Re: Issue with fixing weapons
Post by: Kiraki on September 05, 2006, 09:30:50 pm

I prefer that one has the option to choose whether or not to give a weapon back (Thieves have rights to a living as well ;)).  With a safe repair system thieving has no chance.
However - I do not like the fact that there is no way to retrieve stolen goods – As Niko said you would smash his head and take it back! :devil:  I enjoy the “lending” idea and I think it could work rather well, although I would like to suggest a slight modification of that.  Instead of being able to take an item back at any time one should only be able to take an item back after defeating the thief (Items on loan can be found as drops?).  If one is attacked by the owner of the item and you decline the battle the item is automatically returned (Decline would be seen as a defeat). 
After all, if you where foolish enough to be tricked into giving your weapons to a complete stranger who you stand no fighting chance against if they where to try and mug you, do they not deserve to keep it?  ::|
Title: Re: Issue with fixing weapons
Post by: zhai on September 05, 2006, 11:00:05 pm
I think that GM intervention in the case of thefts is too OOC. The only way to prevent OOC thefts is to make it really hard to happen. IRL if you get your stuff stolen, you have the possibility of claiming it back if you see the person or people who did it. You can show up with an AK-47 and get your things back or die trying. Something like that should be available but not through OOC.

When a player gives an item or puts it on the ground for RP purposes they are pretty much aware of the item itself: they are "using" it somehow. So it is unrealistic that anyone could just walk by and take it and walk away freely, that's OOC. If they do so, they should be noticed by the owner and the owner should be able to react accordingly. Then maybe a "/watch item" command could be created. It would work something like this:

- When a player takes an item out of their inventory they could right-click on it and activate the /watch item command (before dropping it, if the item isn't dropped within 10 seconds, the command is cancelled). So they don't lose sight of it. The command will be active until the item is placed back into the player's inventory. A player can only watch a limited number of items (one? two? three?).

- Items that are "watched" can be placed on the floor. If another person attempts to steal the item, a window pops up before the item is picked up (yet after the /pickup command has been used). The thief would see a message like this: "You are attempting to pick an item that is being watched and that belongs to someone else. Do you want to steal this item? If you accept you will be challenging <Name of the watcher>" By clicking "No" the item will stay there and it would be as if nothing ever happened. By clicking "Yes", the person watching the item will receive a message like this: "<Name of the thief> is trying to steal from you and has challenged you to a duel. Will you attack the thief?". By clicking "No", the watcher declines the duel and allows the thief to take it. By cliking "Yes" they will fight. The winner loots the item in question from a "Quest Reward" sort of window. This way a very intimidating thief can come along and just take the item, while the guard is unable to stop them, RPing he is intimidated by him or maybe they will argue and fight but the crime will not go unnoticed and will have consequences IC. An automated shout could be added to the action too: by accepting the duel the owner could /shout "Thief!" or a personalized message of the sort.

- When an item is placed on the floor to be watched, more guards can join in. By using the watch command on the item, they would get a "Do you wish to help <Name> watch this item?" message. By clicking yes, they will receive the same message as the owner if any thief dares take the item. Thus, stronger protection can be offered.

- Lending an item to other players is always a risk, just like IRL, and that shouldn't change much. When you lend something to someone else you never know what may happen. They may not wish to steal it but sometimes they just get robbed themselves and then: bye-bye Rolex. If they betray your trust, RP around that. And if you don't know a player that well, Nikodemus' suggestion of a special trade window for /repair should be available. If you just want to show someone your newly acquired sword you can drop and watch the item so the other player can check its stats or use the regular /trade window without clicking "accept". How you decide to do it would be up to you, but each bares a consequence. If you trust they will return the item, it's at your own risk.

This way, robberies would remain mostly IC (you see the oportunity and you willingly commit the crime), and stealing something OOC would only be possible using characteers that trust each other enough to use the "full" /trade window for medium to long term loans, and considering that most players won't steal form characters they consider friends, OOC theft risk would be greatly reduced (probably to the cases like the one I mentioned earlier about someone from dwarvesbane getting mugged, which should be addressed by GMs since it would be totally OOC and mean spirited from its conception).



Title: Re: Issue with fixing weapons
Post by: Syilph on September 06, 2006, 10:22:33 am
In the worst case GMs could check your inventory for any stolen items and remove them.
There are some small issues regarding this suggestion:
1) GMs don't have any way to be certain that the guy complaining that he lost an item, by lending it to somebody, realy lost it.
2) The /takeitem command is restricted to admin 25 so it is unavaileble for most GMs.

@Kiraki: Good suggestion altough a bit tricky to implement ;)
Title: Re: Issue with fixing weapons
Post by: Datruth on September 06, 2006, 10:27:14 am
In a game that is known as "THERE" people actively drop weapons and lose stuff.

That's why there is always a command for the owners to retrieve their weapons.

If you've played the game, you'll know what i mean, so why not implement a system like that?

Press a button and boom your weapons back.

~~Datruth
Title: Re: Issue with fixing weapons
Post by: minetus on September 06, 2006, 10:38:43 am
there is a flaw in that tho, it leads to triangular scams, unless some kind of protection on owned items is set, to avoid circumstances (trades, drops) this protection tho should have a ingame(not real time) time limit to avoid characters getting full of unmoveable items

"player 1" gives item to "player 2" for repair.
"player 2" sells weapon to "player 3".
"player 1" gets his item back.
Title: Re: Issue with fixing weapons
Post by: Datruth on September 06, 2006, 10:53:24 am
there is a flaw in that tho, it leads to triangular scams, unless some kind of protection on owned items is set, to avoid circumstances (trades, drops) this protection tho should have a ingame(not real time) time limit to avoid characters getting full of unmoveable items

"player 1" gives item to "player 2" for repair.
"player 2" sells weapon to "player 3".
"player 1" gets his item back.

You haven't played "There" then.

Player 2 would not have the capabilty to sell it to player 3, yes he maybe able to drop it, or to give it to player 3.

But the second player 1 requests his weapon, he gets it back.

The game will not ALLOW player 2 or anyone else to sell it, because they arn't the owner.

I don't know HOW the game knows this.... it just does, ask the makers of the game i just mentioned.

Maybe they'll clue us on, but basically it's fool proof.
Title: Re: Issue with fixing weapons
Post by: Syilph on September 06, 2006, 10:58:44 am
there is a flaw in that tho, it leads to triangular scams, unless some kind of protection on owned items is set, to avoid circumstances (trades, drops) this protection tho should have a ingame(not real time) time limit to avoid characters getting full of unmoveable items

"player 1" gives item to "player 2" for repair.
"player 2" sells weapon to "player 3".
"player 1" gets his item back.

The whole point of this "owner" flag is to prevent another player for selling/trading the item in any way, as Bereror stated. So that might rule out your hypothesis. The player that got an item trough this mean would be able to repair a weapon, fight with it, play with it, pick his teeth with it but he/she won't be able to sell it, trade it or drop it.

@Dathruth Noo need for clues, the developpers of PlaneShift are quite capable of doing this but it is only a question of time, priority and will ;)
Title: Re: Issue with fixing weapons
Post by: Bereror on September 06, 2006, 12:05:24 pm
All good ideas, but I would like to see a generic solution that solves all the current problems and also could be used in the future when pickpocketing, lockpicking and perhaps looting other characters killed in a PvP is implemented. Having the extra "owner" field attached to the item was one idea.

Here are the different ways how one could get your items:

Most of it is not implemented, but it doesn't mean that we can't think about an universal solution that would speed up implementing these skills and features. So keep going with your ideas :)

@Syilph The "owner" flag would be visible to GMs when they inspect the player's inventory. But the GM intervention should be needed only if game mechanics fail and there is no other way to solve the conflict.
Title: Re: Issue with fixing weapons
Post by: minetus on September 06, 2006, 01:27:23 pm
looting:
when it comes to looting dead pcs there are big possibilitys of equipment being damaged during the fights, i'd tink having "broken items" avaiable for this circumstances would be good.
"broken items" example: broken armor, sword blade, handle, piece of leather. this broken items could be later sold or used to manufacter/enhance/repair items.
this would make it fair for both winner and loser.
the amount of items won could be decided by the amount of durability lost in the equipment during the fight.

lending,droping,robery,pickpocketing:
if pocesser of the item is stronger then the real owner a authority figure would be needed for this.. police,militia, guards or whatever. that could issue a returning item or what threat, bounty hunters type could be involved depending on item value since not every thing may have the value to involve more then 1 person in a "man/item hunt".

pickpocketing:
force duel on thieve from victim part to stop the thieve, if thief succeds in pickpocketing could be a option for those brave and fast enought
Title: Re: Issue with fixing weapons
Post by: Syilph on September 06, 2006, 02:32:27 pm

Here are the different ways how one could get your items:
  • Lending - You give the item away for repairing or for any other reasons, but they refuse to return it;
  • Dropping - You drop the item, but somebody picks it up and walks away;
  • Robbery - You store the item in your house or a chest, but somebody breaks into the house or lockpicks the chest;
  • Pickpocketing - The item is in your inventory, but somebody steals it;
  • Looting - The item is looted after killing you in a PvP battle;

Most of it is not implemented, but it doesn't mean that we can't think about an universal solution that would speed up implementing these skills and features. So keep going with your ideas :)

@Syilph The "owner" flag would be visible to GMs when they inspect the player's inventory. But the GM intervention should be needed only if game mechanics fail and there is no other way to solve the conflict.

Ok, still sticking to the "owner" flag, this would be a way to deal with the issues listed there:
1) Lending: A special type of trade would be required for that in offer to keep the initial ID of the owner in the "owner" flag. Let's say  a new command like /lend instead of /trade.
2) Dropping: The owner flag remains the same for 1 minute [or more but I can't think of a reason for more time] and then it gets reset to null. This would allow everybody to pick up an item and prevent accidental dropping.
3) Robbery: The owner flag gets reset to null and/or charged with the name of the new owner. If you get robbed you get robbed. Tough luck :P
4) Pickpocketing: Same as point 3).
5) I don't know about looting corpses, that would be pretty normal in a PvP environment, I guess. So, if you get killed and looted, the owner flag will get the new owners ID. Looting corpses would also solve the issue or a thief pickpocketing you. As soon as the thief will rob your house or pickpocket you, the status of duel requests will turn to auto accept. In other words, you might kill him whenever you want to and take back your item(s). In addition to this, maybe a small sign should indicate the other players that you are a thief.

As far as the owner flag being visible to GMs is concerned, I think that would be a good idea.
Title: Re: Issue with fixing weapons
Post by: Nikodemus on September 06, 2006, 02:55:30 pm
The flags and possible char ownership history are need in all above, not for the players to know, but for the system to know and possibly for GMs. Lets face it, every item is different, even if in your inventory you see 2 daggers. They are not the same. This is a proof if someone claims some item was stolen from him.
Also, it isn't like that if someone took someone else item in no matter in what situation, he is free to go. In each of 1) - 5) situations, the real owner may request the item back and if he identify the thief he may ask for help guards who will explain the situation with someone who can see the flags. I repeat. No item is the same and if it was used often by you, you will see the differencies.
Title: Re: Issue with fixing weapons
Post by: Pestilence on September 06, 2006, 07:06:15 pm
hmm agree you might be able to identify it but does this mean you would be able to get it back?

I mean just saying it was stolen and saying you recognize something wouldn't get you back much in RL when it is stolen. It's your word against that of the thief and don't see the guard doing anything unless there is more proof then just your word.

Also I don't like the idea of not being able to sell things that have an "ownerstamp". I mean how do you RP that? A blacksmith might not buy a dagger becuase it has a famous stamp of nobility but otherwise he isn't going to refuse buying a dagger unless it's a known thief and even then there would still be blacksmiths a bit more shady who might give less money for it but would still buy it nonetheless.

Things like repairing should be done in trade without actually giving people your weapon, but lending a sword to someone is at your own risk just as it is in RL. In RL if you lend your Ipod to someone and he goes and sells it. You are screwed to. I mean how do you proof that it is your Ipod? You wouldn't have a leg to stand on unless your Ipod was photographed with you standing on the picture aswell with it having a distinct feature and you having the reciept and even then the thief can stll say things like you sold it to him or he simply had an Ipod aswell that was similar and you are mistaken in him borrowing yours.

No not having to give someone an item for the use of skills? Yes, but no strange OOC things to get things back you have lend to someone for normal use.
Title: Re: Issue with fixing weapons
Post by: Nikodemus on September 06, 2006, 10:20:37 pm
I'm talking rather about details which only the owner who was using it for long knows about.
Situations where you was seeing your item right in front of you and somehow a thief got it. Somethink what was seen by few more people. You shouting thief and the other running away, or claiming you are lying. In these situation these flags would be a good idea, because we really need to know who is lying here and who is thief. In real we have whole bunch of more "reality" and basing on this we can find out a lot more things than in game, where we have only few things we see.
It can't be this way that someone enter your house, kill you and your friends, take what he can and next day walk like nothing happened, happy the he sold the stolen items. Of course this sounds like some serious advanced pvp/thieving rules, but if we are going to start, we need to set it the good way. It can't be that a thief and murderer won't be punished in most of the cases, because we was trying to base on realistic things, which wasn't implemented, because there were too many of them. Damn, real world is so much complicated than a game may be.
Title: Re: Issue with fixing weapons
Post by: zhai on September 06, 2006, 10:41:02 pm
Pressing a button to get the item you dropped or lent seems unrealistic to me. We give something away IRL, we got no button. The only way to get it back is pick it up, ask for it and/or call the cops/your lawyer and go to court. A quick "/getback" comman would be too OOC, don't you think?